Update:
@Knightpress
I your latest Version you have added two more tigers to axis, but none bare all the options and "abilities" of the tiger in it's specific campg. repair and smoke are activated.
And could you tell me how can i change skins of Tigers, all real one entity: Tiger/Tiger but they come with two colors, I couldn't find anything in ebps/action apply folder!
Indeed, the reason that one of the tigers, while it is indeed the single-player campaign version, it does not have all the abilities active for it because they would have to be "duplicated", renamed, and re-associated with the then duplicated Tiger in order to have them work in skirmish and elsewhere without any limitations, while they would continue to work properly in the campaign.
It could be done, and I may well do it myself in time, but it's a lot of doings for a single unit that would be obscenely overpowered to the point of being preposterous.
As to skins, that's all tied up in the data/art files. Not a whole lot has been done there in Ewiger Krieg other than icons really because I was remiss to plunder anyone's work, and the mod itself kept me plenty busy without adding on potential skins/textures to maintain. (Not to mention the security nightmare they inherently prove themselves to be.
If you want to swap around tiger skins, there's plenty of tutorials on Relicnews about just that, it's not hard. If you're going to edit them I highly recommend doing a lot of research first, and making sure you understand alpha channels before you give yourself a cause to pull your hair out. Once you've got it, they are easy as pie, but it's that initial learning curve that can be a hassle.
Not going to argue but since Voss tiger is only limited in three only missions, i think it won't be preposterous to have it yet it's insanely powerful.
what's to argue?
It is what it is unfortunately... If you didn't care about the tiger campaign, you can most certainly remove the requirements on all of those abilities, and every Voss Tiger you cranked out would be Godly if you so chose...
But if I am to do it, which I may at some point, I'd want to preserve the campaign, and simply replicate the unit and abilities so that they wouldn't interfere with each other and wind up breaking their counterpart.
Perhaps if there were an allied equivalent of a "super unit" I may see more reason, and I could very likely make such a creature, but that's a story for another day...
Not going to argue but since Voss tiger is only limited in three only missions, i think it won't be preposterous to have it yet it's insanely powerful.
what's to argue?
It is what it is unfortunately... If you didn't care about the tiger campaign, you can most certainly remove the requirements on all of those abilities, and every Voss Tiger you cranked out would be Godly if you so chose...
But if I am to do it, which I may at some point, I'd want to preserve the campaign, and simply replicate the unit and abilities so that they wouldn't interfere with each other and wind up breaking their counterpart.
Perhaps if there were an allied equivalent of a "super unit" I may see more reason, and I could very likely make such a creature, but that's a story for another day...
Sure, what would be to argue!
I removed few Reqs, Nothing happened to Tiger Camp that to be called crash, but unit enjoys ability without gaining command point!
Note: I have a suggestion about EK:
1. It's good to remove "must be in command territory" requirement from Axis builings.
2. set true to rotation for all buildings. I already did it to your Mod
[Edited by X_Parham, 7/23/2009 6:47:15 AM]
Hmmm... quite possibly an additional "enable" boolean to actually have the ability active, and associated with the selection of the command tree ability. Other than that, I never said it would cause any sort of crash, I said it would (as you have now seen) remove all the requirements associated with the campaign abilities and makes the command tree somewhat superfluous.
About buildings requiring being in command territory, that's there intentionally to prevent building in no-man's land and elsewhere.
As for rotating buildings, I'll likely add that at some point now that you mention it, but of all the priorities in making Ewiger Krieg, cosmetic arrangement of the boxes was irrelevant to making it actually possible to build them at all. I make no allusions to Ewiger Krieg being a perfect work, or infallible product, hence the two support threads I try to regularly tend to address functionality problems first and foremost.
To master the final summit for EK i suggest you add some new skins to your mod bring more color to EK.
For example two jagdpanthers with black(PE) and a Camo skin in the game.
Hmmm... quite possibly an additional "enable" boolean to actually have the ability active, and associated with the selection of the command tree ability. Other than that, I never said it would cause any sort of crash, I said it would (as you have now seen) remove all the requirements associated with the campaign abilities and makes the command tree somewhat superfluous.
About buildings requiring being in command territory, that's there intentionally to prevent building in no-man's land and elsewhere.
As for rotating buildings, I'll likely add that at some point now that you mention it, but of all the priorities in making Ewiger Krieg, cosmetic arrangement of the boxes was irrelevant to making it actually possible to build them at all. I make no allusions to Ewiger Krieg being a perfect work, or infallible product, hence the two support threads I try to regularly tend to address functionality problems first and foremost.
To master the final summit for EK i suggest you add some new skins to your mod bring more color to EK.
For example two jagdpanthers with black(PE) and a Camo skin in the game.
Perhaps one day... gotta dust off my photoshop CS4, brush up on my texturing skills, and I have been eyeing a new tablet...
If I were to do it though, I'd purposely release the skins as a supplemental package to Ewiger Krieg itself because the first few skins wouldn't add all that much size to the mod, but by the time many units are skinned, it would easily be in the hundreds of megabytes, and I couldn't ask people to download that, or re-download, when the mod is updated.
As for what skins I would make, they would be of the historical variety, and if people happened to think they look cool, that would be a pleasant bonus.
Now before anyone starts foaming at the mouth, this isn't even on the drawing board at this second, so don't make plans for an official Ewiger Krieg skin pack any time soon lol